Playstyle
11 games
Playstyle radar
11 gamesCompared with Diamond top laners, blended with players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
41
of 100
Damage
Damage per minute and share of the team's damage
48
of 100
Farming
CS pace, gold income and early-lane farm
39
of 100
Vision
Vision score, control wards and ward clears
41
of 100
Objectives
Epic monsters, objective damage and plates
45
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
36
of 100
What to work on
11 gamesAggressionStart here
Solo kills / game
1.8 vs 2.4 typical
Take the 1v1 when the trade is in your favour instead of waiting for help.
Survivability
Time spent dead
13% vs 12% typical
Avoid the late death that costs a minute of the map when every second counts.
Objectives
Turret plates / game
8.7 vs 10.0 typical
Push for plates after a won trade instead of resetting.
Strengths
Epic monsters / game
1.1 vs 0.7
77 of 100 against top laners, and it matters: the better half of Diamond top laners wins 67% of games, the other half 31%.
Kill participation
43% vs 35%
92 of 100 against top laners. Keep it; it is part of how the games get won.
Identity
Early read
The playstyle gets a name at 15 games. The shape so far:
An even profile among top laners: damage peaks at 53 while farming sits at 39, and nothing strays far from the middle of the pack. Games are won a little bit of everywhere.
Among top laners
Diamond top laners with above-median solo kills a game win 58% of games; below it, 41%.
Diamond top laners with less time spent dead than the median win 62% of games; with more, 33%.
Diamond top laners with above-median turret plates a game win 72% of games; below it, 25%.